XCOM 2
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Mission Mania [WOTC]
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27 May, 2020 @ 9:19pm
1 Jun, 2020 @ 9:04pm
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Mission Mania [WOTC]

Description
Increases the frequency of random Tactical Missions by 2x.
Can't get enough tactical missions? Mission fanatics rejoice!

This mod makes more tactical missions appear (on average) every 4 days or so (instead of the default 8 days). So we can spend less time doing base-management and more time actually playing the game. (after all, missions are the whole reason we play XCOM, right?)

I wouldn't say that this makes the game any easier or harder, it just changes a few dynamics. First of all, you will have more soldiers wounded and tired, but more rewards for successful mission completions. Rewards can range from more soldiers, engineers, scientists, supplies, intel, income, soldier XP, etc -- so I feel like it pretty much evens out.

If you are using RealityMachina's mod Covert Action Missions, this mod reduces the time to complete those Covert Actions by -50%.

I always felt that you have an abundance of soldiers at your disposal. This mod will make you use more soldiers because of wounds and fatigue recovery.

This mod will indirectly lengthen your campaign (similar to "Marathon" from XCOM 1). It doesn't actually slow down any systems, but you will be spending more time in missions, and therefore, not advancing time on the Geoscape so much.

Enemy Force Level remains unchanged, so you don't have to worry about stronger enemies appearing too soon, because Force Level is based on number of Geoscape days passed rather than missions played. This means you will play more missions during each Force Level. If you are using mods that add enemies at certain Force Levels, you'll have more opportunities to encounter them because the Force Level isn't advancing so quickly.

Occasionally you may encounter an empty Guerilla Op on the Geoscape with no selectable missions. I believe this is a base-game bug or another mod causing this, because I was getting those before I even made this mod. These empty missions are harmless though, just click Confirm or Cancel and you can continue scanning. I have never noticed any long-term effects.

If you are mid-campaign, it may take a little while before enabling or disabling this mod takes effect. This is due to the game having already constructed a "Mission Deck" for you (from which cards are drawn to generate missions). You have to draw all of the cards from the deck before it is re-shuffled - that's when this mod will kick in ( it should take anywhere from 1-65 game days, depending on where you are in the deck). In new campaigns, this mod will take effect immediately.
111 Comments
b9thirty99 7 May @ 8:50am 
Correct, it's harmless.
Alex Nares  [author] 7 May @ 4:28am 
I discovered that the empty guerrilla ops may be caused by the "Random Supply Drop Interval" mod. In any case, it's harmless so I guess it doesn't really matter.
b9thirty99 28 Apr @ 6:48pm 
I think this could be causing empty guerilla ops with other modded sitreps... Meaning when I hit Review Target and Confirm, but it goes away without crashing.
PatoManco 14 Jan @ 8:42pm 
There were 6 missions in month 1, then I got like 8 to 12 missions, so if you use the mod and it hits you hard, in the comments explain how to reduce that frequency of missions one after another XD. I don't know English, I use a translator
PatoManco 10 Jan @ 6:26pm 
I already tried it and it worked for me. I had about 6 missions in 1 month, but starting from 0."Additional Mission Types Redux"
Lucas Pereira 6 Jan @ 7:51am 
the gameplay turn on a dynamic non stop fight, i really love this mod and i will put in my QOL folder
Celepito 27 Jun, 2024 @ 9:18am 
Got it, thank you very much!
Alex Nares  [author] 26 Jun, 2024 @ 6:07pm 
Yes, if I recall correctly (it's been a few years now): Open the XcomGameData.INI and scroll down to "MissionDecks". There is a parameter that says "MissionMonthDays=65". This is the number of days it will take for the game to go through a mission deck. Typically a mission deck is 9 missions, so it will take 65 days to have 9 missions (one of the missions is a "blank" mission that doesn't spawn one). If you increase the number to, say, 130 (twice as long), then the 9 missions will be spread out across 130 days which increases the number of days between missions.
Celepito 25 Jun, 2024 @ 6:58am 
I dont suppose this is configurable to reduce the frequency of missions a bit?
Alex Nares  [author] 20 Jan, 2023 @ 9:06am 
I have some previous posts in this comments thread that goes over how the MissionsDeck works. If you're getting the same missions back to back. It could a string of luck. Sometimes the game draws cards from a "Random Missions" deck which contains about 4 Council missions per 45 days. It could be that the deck was shuffled and many of those cards are on the top. Keep in mind, Supply Raids and Resistance Ops are not considered Council missions.